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64 lines
2.1 KiB
C
64 lines
2.1 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#if !defined( TRIANGLEAPIH )
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#define TRIANGLEAPIH
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#ifdef _WIN32
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#pragma once
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#endif
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typedef enum
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{
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TRI_FRONT = 0,
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TRI_NONE = 1,
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} TRICULLSTYLE;
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#define TRI_API_VERSION 1
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#define TRI_TRIANGLES 0
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#define TRI_TRIANGLE_FAN 1
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#define TRI_QUADS 2
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#define TRI_POLYGON 3
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#define TRI_LINES 4
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#define TRI_TRIANGLE_STRIP 5
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#define TRI_QUAD_STRIP 6
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typedef struct triangleapi_s
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{
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int version;
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void ( *RenderMode )( int mode );
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void ( *Begin )( int primitiveCode );
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void ( *End ) ( void );
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void ( *Color4f ) ( float r, float g, float b, float a );
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void ( *Color4ub ) ( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
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void ( *TexCoord2f ) ( float u, float v );
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void ( *Vertex3fv ) ( float *worldPnt );
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void ( *Vertex3f ) ( float x, float y, float z );
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void ( *Brightness ) ( float brightness );
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void ( *CullFace ) ( TRICULLSTYLE style );
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int ( *SpriteTexture ) ( struct model_s *pSpriteModel, int frame );
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int ( *WorldToScreen ) ( float *world, float *screen ); // Returns 1 if it's z clipped
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void ( *Fog ) ( float flFogColor[3], float flStart, float flEnd, int bOn ); // Works just like GL_FOG, flFogColor is r/g/b.
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void ( *ScreenToWorld ) ( float *screen, float *world );
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void ( *GetMatrix ) ( const int pname, float *matrix );
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int ( *BoxInPVS ) ( float *mins, float *maxs );
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void ( *LightAtPoint ) ( float *pos, float *value );
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void ( *Color4fRendermode ) ( float r, float g, float b, float a, int rendermode );
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void ( *FogParams ) ( float flDensity, int iFogSkybox ); // Used with Fog()...sets fog density and whether the fog should be applied to the skybox
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} triangleapi_t;
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#endif // !TRIANGLEAPIH
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